precision mediump float;

uniform samplerCube cubeMap;
uniform sampler2D tarnishMap;

varying vec3 vVaryingTexCoord;
varying vec2 vTarnishCoord;

void main(){
	vec4 vColor=textureCube(cubeMap,vVaryingTexCoord);
	vColor*=texture2D(tarnishMap,vTarnishCoord);
	gl_FragColor=vColor;
}